Zuna, SpymasterCreature - Human Rogue (R)Zuna's power and toughness are equal to the number of Rogues on the battlefield.Rogues can't block Zuna.At the beginning of each player's upkeep, that player creates a 1/1 white Rogue creature token with Indestructible and "This permanent can't be sacrificed".*/*

Zuna's EDH deck is focused not on just Rogue tribal and voltron elements, but also has a good number of creature type shenanigans - "spy recruitment".

I like the idea of spy recruitment. The last ability could read 'target creature that player controls becomes a rogue' -- it seems pretty flavorful and would be ever nicer with the 'Rogues can't block ~' ability.

Vian, Lord of All CrimeLegendary Creature - Avatar Rogue (R)For all cards in all game zones, change all instances of Assassin, Rebel, Ninja, Pirate, Scout, Mercenary, and Minion in their typelines and text boxes to Rogue.Whenever a Rogue creature deals damage to a player, gain 3 life.3/3

Dseta, Mentor of DeceitLegendary Creature - Shapeshifter (R)Deathtouch: Target creature gains or loses a creature type of your choice until the end of turn.: Target creature gains protection from it's creature types until the end of turn.4/4

Phidrax, DominatorLegendary Creature - Dragon Minion (R)Flying, Vigilance, Haste: Gain control of a target creature if a creature you control has higher power than it and shares a creature type with it. 7/7

Smooth CriminalCreature - Human Rogue (R)Rogues can't attack you.Other Rogues you control gain +1/+1.: Target creature is a Rogue in addition to it's other types until the end of turn.1/1

Violent CriminalCreature - Human Rogue (R)Whenever this creature attacks, Rogues defending player controls gain -2/-2 until the end of turn, and Rogues you control gain +2/+2 until the end of turn.: Target creature is a Rogue in addition to it's other types until the end of turn.3/3

Careful CriminalCreature - Human Rogue (R): Put an Accomplice counter on a target creature. It is a Rogue in addition to it's other types.: Tap all Rogue creatures you don't control.: Rogue creatures you control gain Flying until the end of turn.2/2

Black CapitalistCreature - Human Mercenary (U)Artifacts you control have Extort.3/4

Tenacious ProtesterCreature - Human Rebel (U)Extort, ExtortYou will comply to the will of the people.1/2

Conqueror of the OceansCreature - Sphinx Pirate (R)FlyingWhen this creature enters the battlefield, you may choose one:@ Permanents you control gain protection from creatures as long as this creature is on the battlefield.@ Permanents you control gain protection from noncreatures as long as this creature is on the battlefield.8/8

Bitter AssemblyEnchantment - Aura (R)Enchant playerAt the beginning of enchanted player's upkeep, they create a 1/1 white Rogue creature token with Indestructible and "This permanent can't be sacrificed", then lose life equal to the number of Rogue tokens they control.

Partnership in CrimeEnchantment (R)At the beginning of your combat step, put an Accomplice counter on a target creature. It is a Rogue in addition to it's other types.Whenever a Rogue creature deals damage to a player, you may draw a card.

Honor Among ThievesEnchantment (R)After attackers are declared, you may remove X target creatures attacking you from combat, where X is the number of Rogues attacking player controls.: Target player creates a 1/1 white Rogue creature token with Indestructible and "This permanent can't be sacrificed". Activate this ability only as sorcery.

40/65

Brotherhood CharmInstant (U)Choose one:@ Create a 1/1 white Rogue creature token with Indestructible and "This permanent can't be sacrificed".@ Put an Accomplice counter on three target creatures. They are Rogues in addition to their other types.@ Search your library for a Rogue card, reveal it, and put it into your hand, than shuffle your library.

Forced Into HidingInstant (U)Target player creates a 1/1 white Rogue creature token with Indestructible and "This permanent can't be sacrificed".Exile target nonland permanent they control until that token leaves the battlefield.

OpportunitismEnchantment (U)Whenever a creature deals damage to a player, it's controller creates a Gold token with "Sacrifice this token: Add 1 mana of any color to your mana pool".

Instruments of PainArtifact - Equipment (R)Whenever a creature deals combat damage to you, put a mark counter on it's controller.Equip Whenever equipped creature attacks, it gains +1/+1 for each mark counter on defending player until the end of turn.There are no fingerprints deep underwater, no traces and almost no bystanders. To commit revenge, all a merfolk needs are instruments of pain.

Warlord's BattlegearArtifact - Equipment (R)Equip Equipped creature gains Double Strike. Whenever it deals damage, you may draw a card.Other creatures you control that share a creature type with equipped creature gains Double Strike.Whenever another creature you control that shares a color with equipped creature deals damage, you may draw a card.

Belt of Throwing DaggersArtifact - Equipment (U)Equip At the beginning of each opponent's upkeep, you may have equipped creature deal 1 damage to that opponent or a target creature they control.

Stone of Lore condensed is too good of a Arcane Encyclopedia i think. just 1 mana more and has the option of serious ramp. (the draw activation is almost equivalent if you use itself to pay for it. then it's crazier when you have another 5 mana to repeat.)

the amulets look interesting but i think they are slightly underpowered compared to than signets and Pentad Prism.

Prism let you hold the 2 mana indefinitely without further investment and signets let you tap them in opponents' turn.

usually being forced to cast spell in first main is not exciting strategically either. and then there would be potentially feel bad moments where you forgot to save 1 mana for the 2nd main and lost it.

70% of equipment is trash. 10% is OP.Middle ground on equipment is hard, but my main balancing principle is that for Equipment with cost X and Equip X, it's bonus should be roughly equivalent to a creature for X mana. (when cost and equip cost are different, I average. low equip cost is a bit better, but low casting cost has it's own advantages, so it's close.)

Shady DocksLand (U)This land enters the battlefield tapped. When it does, you may put an Accomplice counter on a target creature. It is a Rogue in addition to it's other types.: Add or to your mana pool.

Shady TavernLand (U)This land enters the battlefield tapped. When it does, you may put an Accomplice counter on a target creature. It is a Rogue in addition to it's other types.: Add or to your mana pool.

Shady MansionLand (U)This land enters the battlefield tapped. When it does, you may put an Accomplice counter on a target creature. It is a Rogue in addition to it's other types.: Add or to your mana pool.

Dojo of a Silent DragonLegendary Land (R)Extra cost: Sacrifice an untapped land.Return an unblocked creature you control to your hand: Put this land from your hand onto the battlefield. (You don't pay the extra cost while doing that.): Add to your mana pool.

Underground's CenterLegendary Tribal Land - Rebel Mercenary (R)This land enters the battlefield tapped unless you revealed a card named Underground's Center this turn after searching your library for it.: Add or to your mana pool.

Xyr, Terra IncognitaLegendary Land (R)Play with the top card of your library revealed.: If the top card of your library is a creature, add to your mana pool. If the top card of your library is a noncreature, nonland card, add to your mana pool. If the top card of your library is a land, add to your mana pool.

Commander's HideoutLand (U): Add to your mana pool.: Exile your commander for until this land becomes untapped or leaves the battlefield.

Silent LibraryLand (R)This land enters the battlefield tapped.: Add to your mana pool.When no permanents you control are untapped during your untap step, draw a card.

Would that break eternal ? M a y b e .

City of the EqualLand (R): Add to your mana pool.: Each player creates a Gold token with "Sacrifice this token: Add 1 mana of any color to your mana pool".

House of Just VengeanceLand (U), Pay 1 life: Add to your mana pool., : Target creature gains Double Strike until the end of turn. Activate this ability only if your life total is at least 13 less than your starting life total.

House of Cold VengeanceLand (U), Pay 1 life: Add to your mana pool., : Draw a card. Activate this ability only if your life total is at least 13 less than your starting life total.

House of Cruel VengeanceLand (U), Pay 1 life: Add to your mana pool., : Up to two target creatures can't block this turn. Activate this ability only if your life total is at least 13 less than your starting life total.

When I think of infiltrated agents, I think of small "gifted" creatures that are hard to get rid of, and that indirectly shift the game in favor of you while nominally being controlled by another player.

Well, Uselss, you begged and pleaded for comments, so you’ll get them. And maybe, for once, you’ll listen to them.

Rogues fundamentally aren’t white. I sometimes wonder if they fundamentally aren’t tribl. If you want a three-color Rogue deck, the colors should be UBR. Green and white are philosophically Rogue colors. Consider the color breakdown of existing Rogues.

I’d also like to agree with whomever said that 1/1 Rogue tokens that are indestructible and can’t be sacrificed shouldn’t be a thing. a) That ability is white and white’s not a Rogue color, and b) If you really really want that ability, just staple it on your general. And giving them to your opponents? Really? REALLY?

Twist-Mouth Pirate is a good fit for your deck, but it’s overpowered (and not a common either, but this EDH so who cares about rarity).

Evidence Seeker need not be white. I could defend it being black, red, or blue. Likewise, Sudden Takeover could be black and Reflector of Superiority could be blue. For running white, I’m not seeing a great deal of the things white can do that blue and black can’t.

Resolute Minion seems out of place for this deck. So does your Rebel and Mercenary subtheme.

I’m not sure Extort and Rogues fit.

Any particular reason why you didn’t use Arcane Sanctum. And, if you’re worried that you have too few counterspells, add Desertion. It’s a great flavorful fit with your deck.

I really like Partnership in Crime, but I’d note that you need more cards with this ability. Mastermind Warmonger is good too.

Ah, Noble Brigand. You and your fascination with 3/1s…

In general, there’s too much “fun with creature types” in general and not enough committed to just Rogues. And too much committed to giving your opponents Rogue tokens; that’s just weird.

If Brotherhood Charm just made straight-up 1/1s, it could make 2 of them.

I may borrow Sealing Sabotage for my Columbia EDH deck.

Cut the Amulets. They aren’t really doing much for you. I’d add two more Rogues and another land. Like Arcane Sanctum

Here’s something your deck needs:

Undercity Bribe Instant Prowl Reveal cards from the top of your library until you reveal a Rogue card. Cast that card without paying its mana cost, then put all other cards revealed this way on the bottom of your library in a random order.

Here’s another crazy idea I had:

Mistform Extortionist Creature-Shapeshifter Rogue (U)Morph When Mistform Extortionist is turned face up, it becomes the creature type of your choice (indefinitely) and you gain control of a creature that shares a creature type with Mistform Extortionist (indefinitely)2/2

And another thing:

Falkenrath Sangrobuveur Creature-Vampire Rogue (U)Whenever a Vampire or a Rogue you control deals combat damage to a player, put a +1/+1 counter on it.3/3

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